adding async chunk generation

This commit is contained in:
Kbz-8
2025-05-17 23:10:31 +02:00
parent de4d826d57
commit 904f079cd1
19 changed files with 167 additions and 75 deletions

View File

@@ -2,8 +2,6 @@
#include <Block.h>
#include <World.h>
#include <cmath>
#define CHUNK_POS_TO_INDEX(px, py, pz) (px * CHUNK_SIZE.x * CHUNK_SIZE.z + pz * CHUNK_SIZE.z + py)
Chunk::Chunk(World& world, Scop::Vec2i offset) : m_data(CHUNK_VOLUME, 0), m_offset(offset), m_position(std::move(offset) * Scop::Vec2i{ CHUNK_SIZE.x, CHUNK_SIZE.z }), m_world(world)
@@ -21,7 +19,7 @@ void Chunk::GenerateChunk()
for(std::uint32_t z = 0; z < CHUNK_SIZE.z; z++)
{
// Implement noise here
std::uint32_t height = 4 + std::sin(x) + std::cos(z);
std::uint32_t height = std::min(static_cast<std::uint32_t>(4 + (std::sin(x) + std::cos(z)) * 2), CHUNK_SIZE.y);
for(std::uint32_t y = 0; y < height; y++)
m_data[CHUNK_POS_TO_INDEX(x, y, z)] = 1;
}
@@ -125,7 +123,7 @@ void Chunk::UploadMesh()
mesh->AddSubMesh({ std::move(m_mesh_data), std::move(m_mesh_index_data) });
Scop::Actor& actor = m_world.GetScene().CreateActor(mesh);
//actor.GetModelRef().SetMaterial(m_world.GetBlockMaterial(), 0);
actor.GetModelRef().SetMaterial(m_world.GetBlockMaterial(), 0);
actor.SetScale(Scop::Vec3f{ 2.0f });
actor.SetPosition(Scop::Vec3f(m_position.x, 0.0f, m_position.y));
p_actor = &actor;

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@@ -2,12 +2,11 @@
#define CHUNK_H
#include <vector>
#include <atomic>
#include <ScopGraphics.h>
#include <ScopMaths.h>
constexpr Scop::Vec3ui CHUNK_SIZE = Scop::Vec3ui{ 32, 256, 32 };
constexpr Scop::Vec3ui CHUNK_SIZE = Scop::Vec3ui{ 32, 32, 32 };
constexpr std::uint32_t CHUNK_VOLUME = CHUNK_SIZE.x * CHUNK_SIZE.y * CHUNK_SIZE.z;
class Chunk

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@@ -1,8 +1,11 @@
#ifndef UTILS_H
#define UTILS_H
#include <mutex>
#include <queue>
#include <unistd.h>
#include <filesystem>
#include <condition_variable>
#include <ScopMaths.h>
@@ -42,4 +45,36 @@ namespace std
};
}
template <typename T>
class ThreadSafeQueue
{
public:
inline void Push(T item)
{
const std::unique_lock<std::mutex> lock(m_mutex);
m_queue.push(item);
m_cond.notify_one();
}
inline T Pop()
{
std::unique_lock<std::mutex> lock(m_mutex);
m_cond.wait(lock, [this]() { return !m_queue.empty(); });
T item = m_queue.front();
m_queue.pop();
return item;
}
bool IsEmpty() const
{
const std::unique_lock<std::mutex> lock(m_mutex);
return m_queue.empty();
}
private:
std::queue<T> m_queue;
mutable std::mutex m_mutex;
std::condition_variable m_cond;
};
#endif

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@@ -1,3 +1,5 @@
#include <future>
#include <ScopCore.h>
#include <World.h>
@@ -7,13 +9,32 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
{
Scop::Vec2ui32 map_size;
Scop::MaterialTextures material_params;
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "dirt.bmp", map_size), map_size.x, map_size.y);
p_block_material = std::make_shared<Scop::Material>(material_params);
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
GenerateWorld();
Upload();
Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
if(m_generation_status != GenerationState::Ready || current_chunk_position != m_previous_chunk_position)
{
if(m_generation_status == GenerationState::Ready)
{
UnloadChunks(current_chunk_position);
auto _ = std::async(std::launch::async, &World::GenerateWorld, this, current_chunk_position);
m_generation_status = GenerationState::Working;
}
else if(m_generation_status == GenerationState::Finished)
{
m_generation_status = GenerationState::Ready;
m_previous_chunk_position = current_chunk_position;
}
}
if(m_generation_status != GenerationState::Working)
Upload();
};
m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
@@ -27,23 +48,14 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
return &it->second;
}
void World::GenerateWorld()
void World::UnloadChunks(Scop::Vec2i current_chunk_position)
{
Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
if(current_chunk_position == m_previous_chunk_position)
return;
for(auto it = m_chunks.begin(); it != m_chunks.end();)
{
Scop::Vec3i pos = it->first;
float x_dist = std::abs(pos.x - current_chunk_position.x);
float z_dist = std::abs(pos.z - current_chunk_position.y);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
if(RENDER_DISTANCE_HALF < x_dist || RENDER_DISTANCE_HALF < z_dist)
{
if(it->second.GetActor())
m_scene.RemoveActor(*it->second.GetActor());
@@ -52,25 +64,41 @@ void World::GenerateWorld()
else
++it;
}
}
for(std::int32_t x = x_chunk - RENDER_DISTANCE; x <= x_chunk + RENDER_DISTANCE; x++)
void World::GenerateWorld(Scop::Vec2i current_chunk_position)
{
m_generation_status = GenerationState::Working;
std::vector<std::future<void>> futures;
for(std::int32_t x = current_chunk_position.x - RENDER_DISTANCE_HALF; x <= current_chunk_position.x + RENDER_DISTANCE_HALF; x++)
{
for(std::int32_t z = z_chunk - RENDER_DISTANCE; z <= z_chunk + RENDER_DISTANCE; z++)
for(std::int32_t z = current_chunk_position.y - RENDER_DISTANCE_HALF; z <= current_chunk_position.y + RENDER_DISTANCE_HALF; z++)
{
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
if(res.second)
res.first->second.GenerateChunk();
{
futures.push_back(std::async(std::launch::async, &Chunk::GenerateChunk, &res.first->second));
if(!res.first->second.GetActor())
m_chunks_to_upload.Push(res.first->second);
}
}
}
for(auto& chunk : m_chunks)
chunk.second.GenerateMesh();
m_previous_chunk_position = current_chunk_position;
for(auto& future: futures)
future.wait();
m_generation_status = GenerationState::Finished;
}
void World::Upload()
{
for(auto& chunk : m_chunks)
chunk.second.UploadMesh();
if(m_chunks_to_upload.IsEmpty())
return;
Scop::RenderCore::Get().ShouldStackSubmits(true);
for(std::size_t i = 0; i < CHUNKS_UPLOAD_PER_FRAME && !m_chunks_to_upload.IsEmpty(); i++)
{
auto chunk = m_chunks_to_upload.Pop().get();
chunk.GenerateMesh();
chunk.UploadMesh();
}
Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE);
Scop::RenderCore::Get().ShouldStackSubmits(false);
}

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@@ -1,6 +1,7 @@
#ifndef WORLD_H
#define WORLD_H
#include <atomic>
#include <unordered_map>
#include <ScopGraphics.h>
@@ -8,7 +9,16 @@
#include <Chunk.h>
#include <Utils.h>
constexpr std::uint8_t RENDER_DISTANCE = 1;
constexpr std::uint8_t RENDER_DISTANCE = 10;
constexpr std::uint8_t RENDER_DISTANCE_HALF = RENDER_DISTANCE / 2;
constexpr std::uint8_t CHUNKS_UPLOAD_PER_FRAME = 1;
enum class GenerationState: std::uint8_t
{
Ready,
Working,
Finished,
};
class World
{
@@ -22,15 +32,18 @@ class World
~World() = default;
private:
void GenerateWorld();
void UnloadChunks(Scop::Vec2i current_chunk_position);
void GenerateWorld(Scop::Vec2i current_chunk_position);
void Upload();
private:
std::unordered_map<Scop::Vec2i, Chunk> m_chunks;
ThreadSafeQueue<std::reference_wrapper<Chunk>> m_chunks_to_upload;
std::shared_ptr<Scop::Material> p_block_material;
Scop::Narrator& m_narrator;
Scop::Scene& m_scene;
Scop::Vec2i m_previous_chunk_position;
std::atomic<GenerationState> m_generation_status = GenerationState::Ready;
};
#endif